Artificial Intelligence for GamesCRC Press, 6 de ago. de 2009 - 872 páginas Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). |
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acceleration action allow approach avoid behavior tree blackboard calculate called chapter character character’s closed list collision common complex connection cost cost-so-far cover point create data structure database decision tree developers distance enemy event manager example Figure formation frame function fuzzy fuzzy logic game AI game level goal hash heuristic hierarchical implementation influence map input interface iteration jump kinematic learning level designer look machine match memory method move N-Gram negamax negascout neural network node open list optimizations orientation output parameter path pathfinding pathfinding graph perceptron performance person-1 player position possible problem Pseudo-Code Q-learning quaternion random real-time strategy result route rule scheduling score scripting language sense manager sequence simple simulation slot speed steering behavior stored target task techniques transition transposition table triggered turn-based games update vector velocity waypoints